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Messages - Xidwen

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Gameplay / Re: [FF8 PC] No GF or Custom GF Squall
« on: 2018-01-04 21:24:46 »
Doomtrain lets you edit default GFs abilities via kernel.bin edit

I discovered that, and spent some time last night and this morning learning about FF8 kernel editting. That does seem to be a good way to do it, however I did encounter one issue: you can only apply 21 skills to a GF, including the basic commands of Magic, Draw, GF, and Item. However, I found a way to do so;

I took 3 Gf's, Diablos, Cerberus, and Leviathan (based on Squall's base compatibility.) Then I separated abilities between the three, putting only the base four abilities on one GF. Then, in the save editor, I set them all to level 1, activate those three, and immediately junction them to Squall before I even enter the overworld. Then I set what I want to learn on each GF, based on how I want to build Squall. He starts with nothing, but after a while, he'll have a pretty decent arsenal of abilities.

To be honest I kind of hoped that I could put them all on one GF, and make it so you'd actually have to sit down and fight to earn the ability to junction to a stat or to gain a boost in strength. I also only had time to really include things that affect Squall, and did not include any abilities that affect GF HP or damage. It adds a new way to play without Squall himself relying on GF summons, and that's kind of what I wanted for personal story purposes; Squall doesn't need a GF becuase he learns these skills himself.

I am probably going to end up editing the kernel some more, maybe change those three GF's to be named after aspects of Squall, and even have maybe altered versions of his portrait. I'm not sure.

But if people are interested in this playstyle, I'll package this and release it as a mod.

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Gameplay / (Update) [FF8 PC] No GF or Custom GF Squall
« on: 2018-01-04 05:05:31 »
After doing a bit of researching with the Hyne Save editor, which can edit GF abilities as well as junction magic and equip commands without a GF equipped, I've discovered a few things.

The first is that the option I had first come up with will work, I will just have to exit the game whenever I want to change my commands or junctioned magic, which very much alters my game experience.

The second is that, in order to alter a GF and make it custom to what I want, i would need to make the GF have the ability to learn every ability. However, when you add items that the GF does not already have the option to unlock, it automatically completes that ability, which I do not want because I want Squall to have to unlock those to build Squall the way I want him to be.

I have not found any tools that let me edit base GF abilities, or do the first option without a save editor, but I will continue to look.

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Gameplay / [FF8 PC] No GF or Custom GF Squall
« on: 2018-01-04 01:53:22 »
I had an idea while playing through FF8 to make my version of Squall a little more unique, since it seems so odd he's viewed as this student with a lot of potential. I came up with the following idea: Squall is that bit more unique because he does not need a Guardian Force junctioned in order to use abilities. He has the base skills, and can learn other abilities and commands himself without a GF, and learn to junction magic to all stats.

I do not know how possible this would be, but I do believe this would be a cool idea if it could be executed. As of now, the only way I think this could be executed is to constantly go into a save editor, which I'm not overly happy with doing because it forces me to fully exit the game. Another way I could think to do this would be to create a mod that adds a new GF from the get-go that can only be junctioned to Squall, starts with the base commands, and has the ability to learn everything (of course not all at once.)

I want to try and learn how to do this, so that I do not have to use a save editor to junction to Squall without him having a GF, and update this thread once I know more.

If anyone knows of something that could help do this, or is genuinely interested by this idea, let me know.

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Hello. Recently I posted on here if there was anyone that could help me figure out if it was possible to create a materia/command that acts similar to a Dark Knight ability, to sacrifice user HP for bonus physical damage, either for one attack or for multiple (in the style of Darkness from FF4).

However, despite the idea that was given to me, I am still very new to FF7 modding. I know enough to edit weapon/item data and some values with the Wallmarket kernel.bin editor, however not much beyond that.

So, I am asking any of you who read this for help on how to do this, or ways that it could work and be usable in game. This whole concept is very cool to me and I'd love to see it in this game, but I need the help of those who know FAR more about this than I do.

I will take any honest suggestion that anyone has, and will most likely ask for some more help as well, whatever I need to use and edit to make this idea come to life.

Thank you in advance, all who help.

-Xidwen

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Gameplay / Re: [FF7 PC] Dark Knight Powers
« on: 2017-12-18 07:24:49 »
You could write AI to take off a certain percentage per action or command. Doesn't seem too hard, actually.

I will admit I do not know much about writing AI for this game. I have only just recently gotten back into FF7 and FF7 modding after a year, and I have not gone into AI writing. The question is how difficult it would be to create a command materia that, when the command was used, would do a Deathblow effect (without the higher miss chance, maybe extra damage as well) at the cost of percentage HP, without doing so on every command?

I'll try to learn more about AI writing and see how well this will work. I'll post what I find/create.

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Gameplay / [FF7 PC] Dark Knight Powers
« on: 2017-12-17 05:23:53 »
Hello. I am wondering if anyone knows how possible it would be to create a materia or ability that would allow a character to sacrifice HP for an enhanced attack. I have been on a kick regarding the aspect of a Dark Knight class, and after playing through all the FF games where this class is possible, I want to try and apply abilities from this class to FF7.

I wondered if it was possible to make it a variation of Deathblow, if HP cost for skills would even be possible with this game and editing tools.

I would appreciate any knowledge on if this could be possible, and how I would go about doing so. Thank you!

Edit: I should preface that I do know a good bit about kernal editing via Wallmarket, and based on what I do know I could not find a way to do so in there, unless there is something I am missing.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-17 14:45:09 »
That battle model is separate from Cloud's files, so no worries; it'll still appear like that even if you change all of Cloud's weapons into buster swords. However, you can change that one into a Buster Sword as well if you replace the model part NXBA with a Buster Sword (just delete NXBA, then copy-paste RTCK and rename the copied file to NXBA).


Could you maybe PM me with what exactly all of this means and how to do this? I'm still very much a noob at FF7 modding and doing stuff of this level.


Also another noob question: When am I able to start being able rank up my characters?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-16 19:35:01 »
I'm not able to send you a PM, but I've got it fully working. I didn't update both kernels at first, so i got another fight, but now it fully works, and I can now fully enjoy this awesome mod.

So, changing the kernel now with Wallmarket should be okay now and shouldn't mess up the game?


Also, if I change the sword models to all be the Buster Sword, will this battle (not going to say it just in case it may be a spoiler) https://i.ytimg.com/vi/0HQZQmNqj5E/maxresdefault.jpg , will both swords end up being the Buster Sword, because although it doesn't make sense in canon, it'd be kinda cool.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-16 05:43:03 »
Alright, I did that and PRC said that everything looks to be in order, and the scene.bin has been successfully saved. However, I ran the game and the same scenario occurred.  https://s31.postimg.org/6ik9abna3/FF7_EN_2016_07_16_01_38_20_163.jpg
This is the image that appears when the first battle occurs. I followed your instructions down to a T and even still this is occurring.



Edit: The creature does about 1500 damage to Cloud, and attacks before i can choose an action.

Edit: I attempted creating the scene.bin before i installed the mod using my clean backup data, and after doing another installation of the mod. The same battle still occurs.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-16 03:17:21 »
That's a kernel - scene.bin synching problem. Most likely cause is that one or the other hasn't been patched (probably the kernel) due to either some kind of security issue or maybe a different language installation (an extra step is needed to make it work with French, German, or Spanish versions). Are you running the main installer unblocked + as admin, and is it the english version of FF7 you have?

Edit: New IRO is up.

I'm running everything unblocked and running as an admin. I'm running it on windows 7, in english.
I should probably mention that I used Wallmarket to edit a few minor things, very few. (Made all Cloud's weapons look like the Buster Sword, slightly altering base stats, and changing HP divisors for Limits) Would changing those be the thing causing my issue, and is there a way to revert it back to normal without having a backup of kernel.bin or kernel2.bin?

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Releases / NT First Battle MASSIVE issue.
« on: 2016-07-15 22:07:16 »
I have the Square Enix version of the game, the remaster released, bought directly from Square's website. I downloaded NT just a few moments ago, had no issues with the install. However, as i was encountered by the first two enemies, it sent Cloud to a battle field that was outside, on a grassy plains, with three very powerful enemies (that are not the MP) that kill me in one attack. I don't understand why it's doing this, and I'd like some help so I can enjoy this mod.

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